Reakktor Media Technical Director Cyrus Preuss is back with his fourth and final dev diary regarding Black Prophecy's game physics. This time around, the focus is on the networking side of the equation, and the article does a good job of presenting the Reakktor team's networking challenges to the lay person.
"It must be noted that we are talking about a real first-person, respectively third-person MMO. So no server-sided dice play but real physical hit detection," Preuss says. "All of these mechanisms serve to determine what actually happens as precisely as possible. Every parameter adjustment has "logical" consequences as well as side effects that you can only track down with precise analysis."
Whether you're a physics major, or your eyes gloss over at the thought of balancing your checkbook, it's clear that Black Prophecy is a labor of love for Reakktor.
Hit this link to jump to the original article, as well as the first, second, and third parts of the Game Physics dev blog. Also be sure and stick with Massively all week as we will be interviewing the Reakktor team at GDC 2010.
Reader Comments (4)
Posted: Mar 11th 2010 1:41PM (Unverified) said
I am fired up for this baby... PEW PEW!!
Posted: Mar 11th 2010 3:34PM Seare said
I was interested in this game until now. Looks nice and its free. I loved dogfighting in SWG's Jump to Lighspeed.
Posted: Mar 11th 2010 3:53PM Seare said
I meant to say I "wasn't" interested in this game until now. The fact that you couldn't get out of your ship bugged me. A friend of mine, who I played JTL with, got me to give it a second look. It has everything (except the ability to get out of your ship) that I wish JTL had. For example: player owned space stations, fighting for control of territory, and big NPC capital ships participating in battles. I left SWG because they refused to develop JTL to its full potential. Although I like ground combat as well, I'm an armchair pilot at heart
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